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The world almost ended 71 years ago...
The plague came out of nowhere and ravaged the world. Most died within a week. Nothing could stop it. The world did its best. It wasn't good enough.
For three generations, we, the last fragments of humanity have lived on the seas, on floating stations called "havens." Far from the plague, we are able to provide supplies to the mainland to keep them (and us) from succumbing completely.
We've managed to keep a network of the largest known cities in the world alive. Things have been tough the past few years. Cities far away from the havens have fallen off our grid...
Tomorrow, a small group of us head out into what's left of the world. We don't know what we'll find.
Pandemic Legacy: Season 2 is an epic cooperative game for 2 to 4 players. Unlike most other games, this one is working against you. What's more, some of the actions you take in Pandemic Legacy will carry over to future games. No two worlds will ever be alike!
It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea, but this system is no longer enough.
In Pandemic: Rising Tide, it is your goal to avert tragedy by constructing four modern hydraulic structures in strategic locations that will help you defend the country from being reclaimed by the ocean. Storms are brewing and the seas are restless. It will take all your guile to control the flow of water long enough to usher in the future of the Netherlands. It's time to get to work.
Containing the water that threatens to consume the countryside is your greatest challenge. Water levels in a region are represented by cubes, and as the water containment systems currently in place begin to fail, more water cubes are added to the board. With water levels constantly on the rise, failure to maintain the containment system could quickly lead to water spilling across the board.
To successfully build the four hydraulic structures needed to win a game of Pandemic: Rising Tide, you must first learn to predict and manipulate the flow of water. Failing to maintain safe water levels throughout the country can bring you perilously close to failing your mission. Fortunately, water can be corralled by a strategically placed dike or slowed by pumping water out of a region. Correctly identifying and intervening in at-risk areas can get you one step closer to victory.
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player.
On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.
In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.
What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.
Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)
When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
Patchwork Doodle is a roll-and-write version of Patchwork, with each player having their own 9x9 grid to fill in over the course of the game. Each player sets up by drawing a unique polyomino card from the starting deck, then drawing that on their sheet.
In each round, players lay out a number of polyomino cards in a circle, then place the rabbit between two cards. On a turn, someone rolls the die, moves the rabbit forward, then removes the card indicated by the rabbit. Each player must draw the polyomino indicated on this card in their grid. Once a certain number of cards have been played, the round ends, players score points, then you lay out more cards for the next round.
Each player has four special actions available to them during the game: You can choose to draw the card before or after the chosen card, you can cut a polyomino into two pieces before adding one piece to your grid, you can fill in a 1x1 space in your grid, and you can do one of the above actions a second time. When you take one of these actions, you mark it off as each can be used only once (except for the one you use a second time, if you know what I mean).
You lose a point for each space that you don't cover, so try to pack everything in as tightly as possible!
In Pavlov’s House, you take control of the valiant defenders of a Soviet strongpoint in Stalingrad as they hold out against constant German attacks for almost two months. You also control the key leaders throughout the Soviet 62nd Army that made the defense of Pavlov’s House possible.
Object of the Game
The goal of Pavlov’s House is to last until the 7th Company, 3rd Battalion, 42nd Guards Rifle Regiment of the 13th Guards Division is tasked with storming a key German strongpoint during the Battle of Stalingrad. In the game, this is depicted by playing through a deck of cards representing elements of the German 6th Army.
Pavlov’s House was a fortified apartment building used as a strongpoint by the Soviet 62nd Army during the pivotal Battle of Stalingrad in WW2. Soviet defenders - primarily from the 7th Company, 3rd Battalion, 42nd Guards Rifle Regiment of the 13th Guards Division - held out for almost two months from a constant German assault. The building’s name was drawn from Yakov Pavlov, a sergeant who led the initial storm group assault that resulted in the capture of the building from the Germans. The story of Pavlov’s House was a key piece of Soviet propaganda and was used as a symbol of the incredible resistance of Soviet forces during the Battle of Stalingrad.
In Perch, players fight for control of locations by commanding birds of their own and other players' flocks. Earn points and command woodland creatures by having the most birds on a location, pushing your foes off the perch, and breaking ties to take the lead.
Each round, players add their birds into a shared bag. Players then draw birds of their own, and other players take turns stacking birds on location tiles. Each location tile will award variable points for majorities and sometimes grant players a unique ability. The game ends after five rounds, and the player who has earned the most points wins.
With a modular tile configuration and a variety of woodland creatures to control, each game will present a new tactical challenge.
Phase 10 Flip uses double-sided cards to help you race through 10 color-based phases in this wild twist on the original card game.
Each card in Phase 10 Flip is normal on one side and wild on the other. Special Flip cards force everyone to flip their hand from the normal side to the wild side or vice versa. Use flipping to your advantage as you race to be the first player to complete all 10 phases of this rummy-style card game.
Can you prepare the hottest collection of chili sauces in Pick-a-Pepper, which was first released as Sauscharf?
Mild, hot or super hot? Depending on the selected level of difficulty, players start with 8-10 cards in hand. A card display is filled with the remaining chili pepper cards, with up to three cards of the same value being placed on top of one another.
The game is divided into two phases: In the first phase, players collect chilies, taking cards from the display and placing them on their personal ingredient stack. Whoever plays the highest combination of the same cards is the first to use the display. After all the ingredients have been taken, the card display is refilled and the chili collecting continues. This phase ends when no one has cards in hand.
For the second phase, the previously accumulated chilies are taken into hand. In addition, a new display with sauce tasks that can be fulfilled is made available. Now the players can decide each round whether they want to collect more ingredients or use their chili-card combinations to complete a sauce task to receive chili points. The hotter the sauce, the more points you score. Depending on the number of players, the game ends as soon as someone has prepared 3-6 sauces and has no more chili cards. Whoever collects the most chili points wins.
In Picnic Twist, players try to organize their picnic meals and tablecloths in the best way possible, drafting domino-style cards, then placing them in their playing area to create the largest possible number of similar elements, both food and tablecloth patterns.
Picnic Twist includes several game modes and bonuses.
Pies is a quick and tasty trick-taking game in which players play fruit cards over the course of three rounds with the goal of collecting combinations of ingredients to prepare the tastiest pies
Each round consists of six tricks (five in a five-player game). One card is played by each player, with the person playing the highest-value card drafting one card from the trick into their display, with others following in order of descending card value, with the last player also receiving a Plum card. Special actions can be triggered at this point, allowing players to steal fruit cards or call the dog to protect their fruit from other thieves!
At the end of the game, the player with the most valuable pie mixes wins.
Each turn in Pikit, you roll two dice, then if you roll doubles, you claim the mecha matching that value, whether from the table or another player; if you don't roll doubles, then use the die values — adding the numbers, subtracting them, etc. — to claim scoring cards, many of which also have abilities you can use to steal cards, draw additional cards, block an opponent's effect, and so on.
Pikit is a collision course of colossal proportions, as monstrous competitors duke it out to see who will reign supreme. In Pikit, players roll dice that will determine which cards they can take. Players can use their cards to activate special abilities, or hold on to them, scoring the points they’re worth at the end of the game. Once the deck of cards is depleted, the game ends and the player with the most points wins.
Pikoko is a trick-taking game that follows conventional trick-taking rules with two twists:
- Each round, players receive a hand of eight cards, but they don't see their own cards — only cards held by the other players.
- Each player plays cards of the player to their left, not their own cards.
he spark of life is about to jump from your hands to spread out in the world. Deploy your mountain ranges and your deserts, spread out your oceans and your glaciers. Handle wisely your continents to form environments suitable for the apparition of animal life and maybe you'll manage to create the most densely populated planet!
In Planet, each player receives a planet core without anything on it. Each turn, players choose a tile with mountain/ice/forest/desert on it and place it on the planet. Then the player who fulfills the most conditions for the appearance of certain animals gains its card.
A fearsome dragon is threatening to burn all the villages in the kingdom! Luckily dragons are greedy, so if you can bribe him with treasures from the battlefield like a barbarian's axe or a phoenix feather, you might persuade him to spare your village. Unfortunately, other villagers in the kingdom have the same idea. Who can best time their bribes to ensure their treasures are most valued by the dragon when the game comes to an end?
In Please Don't Burn My Village!, which is set in the world of Castle Panic, you want to bribe with the right treasure at the right time to keep the dragon's attention — while buying treasures at the black market and cursing the other villagers' treasures. When no treasure remains, the dragon will burn all of the villages except one. Will yours be the one that survives?
In more detail, players hold a hand of treasure cards that they can use to 1) bribe the dragon, 2) buy more treasure cards from the black market, or 3) draw a treasure card. When they bribe the dragon, they place the cards in sets in front of them, move the token up in value in the dragon's favor, and deal more cards into the black market.
If they instead choose to buy at the black market, they pay from their hand the number of cards indicated on a black market stall, take the cards from that stall into their hand, and move down a treasure in the dragon's favor that matches one of the cards they used to buy their cards. The number of spaces a player moves a token up (when bribing the dragon) or down (when buying at the black market) equals the number cards played. If players don't want to affect the values in the dragon's favor or are out of cards, they can simply draw a card.
The game features a push-your-luck ending: every time someone bribes the dragon, cards are turned over and placed in the black market spaces until a matching card or wild is revealed. When no card is found and the deck runs out, the game ends, play stops and players add any cards in their hand to bribes that match cards they previously played. The player with the highest score wins, sparing their village from disaster.
In Poison, also available over the years as Friday the 13th and Baker's Dozen, players try to avoid overflowing cauldrons in the middle of the table, which means you take the cards from the central playing area. The more you take, the worse your score — unless you manage to take the most of one suit, in which case you get to throw those cards away!
In a round, each player gets a hand of cards, with the cards coming in three suits that have values from 1 to 7 and a fourth "joker" suit in which all the cards have a value of 4. On a turn, a player discards a card from her hand onto a pile of the appropriate color (with jokers being playable on any pile) and gives the sum of all cards now in that pile. If the sum is higher than 13, then the player must first take all of the cards already in the pile, leaving only her card behind.
The round ends once all the cards have been played, then players compare how many cards they have in each of the three suits; whoever has the most cards throws them away, while everyone else scores 1 penalty point per card. Each joker is worth 2 penalty points. Whoever has the fewest penalty points after each player has started a round once wins!
Labyrinth (formerly The aMAZEing Labyrinth) has spawned a whole line of Labyrinth games. The game board has a set of tiles fixed solidly onto it; the remaining tiles that make up the labyrinth slide in and out of the rows created by the tiles that are locked in place. One tile always remains outside the labyrinth, and players take turns taking this extra tile and sliding it into a row of the labyrinth, moving all those tiles and pushing one out the other side of the board; this newly removed tile becomes the piece for the next player to add to the maze.
Players move around the shifting paths of the labyrinth in a race to collect various treasures. Whoever collects all of his treasures first and returns to his home space wins!
Labyrinth is simple at first glance and an excellent puzzle-solving game for children; it can also be played by adults using more strategy and more of a cutthroat approach.
Pokemon Edition
The PARTY POOPER Edition is a stand alone version of POOP and also combines with POOP to become playable for up to 10 players! All new interactive Wild Cards and Higher Flow Toilets!
In Psychic Pizza Deliverers Go to the Ghost Town, players are divided into "Pizza Delivery Professionals" and a mayor (GM) who controls the ghosts and builds the town. The pizza delivery professionals have to find a pizza and deliver it to the right house in town, all while avoiding ghosts, barriers, and mystic teleportation runes. The first player to find and successfully deliver a pizza wins. Luckily for them, the pizza delivery professionals all possess mild psychic powers. They must use their abilities to sense and divine what's around them if they hope to deliver their pizzas.
The main role of mayor is to moderate play and make the town. The mayor wins if no one is able to deliver their pizza. The game begins with the mayor building a unique town map that includes the starting location for each player, pizza, and house. On a player's turn, they may choose to move one space in any of the four cardinal directions, attack in any of the four cardinal directions in hope of banishing a ghost, or use a psychic power. The mayor then resolves the action, tells the player the location of any barriers adjacent to the player, and whether or not the player senses any ghosts/pizzas/houses in any of the eight spaces surrounding the player.
Attacking removes ghosts from the board and lets players draw one psychic card. Psychic cards allow players to make special movements on the board such as diagonal, hop step, or warp back to start.
The players have only twenty turns to locate a pizza and deliver it to the matching house. The players have a gridded sheet of paper and a pencil to draw and record information about the town. The mayor has a special log sheet to track all the players moves and results.
The game also includes several variant tiles that can be added to the town to vary gameplay.
The morning walk has gotten messy. As the puppies run to play in the leaves, they’re dropping surprises along the way.
In this quick game of memory and bluffing, play breaks down into two phases: Morning, when you hide all the puppies and all the poops and Evening, when you avoid the doggie landmines placed by you and other players.
Three poops and you’re out in this multi-player take on minefield navigation.
Enhance your Railroad Rivals game playing experience with this premium edition that contains real wooden components! Railroad Rivals is a fast-play tile drafting and laying game, where you build a railroad empire that stretches across America... and across your table. Playable in under an hour, this game contains all of the classic railroad game elements. You'll connect city tiles via one of the twelve great railroads that stretched across America, while simultaneously building your stock portfolio. You'll then use those railroads to make deliveries to drive up the price of your stocks. At the end of the game, the player who has run the most profitable railroad while also owning the most valuable stocks will become the greatest of all of the Railroad Rivals! This is your chance to own and operate some of the greatest American railroads of all time, including the B&O, ATSF, and the Burlington Route. Beautifully illustrated by renowned Disney artist Mark Page, the visual elements and characters further enhance the strategic fun!
Recommended for 1-5 players, ages 8+.
Contents include: 37 Wood City Tiles, 48 Wood Stock Tiles, 12 Wood Value Markers, 100 Wood Locomotive Meeples, 46 Goods Cubes, 5 Characters Cards, Score/Stock Value Board, Cloth Bag, Rulebook
Includes four additional magnet trays (expands base game up to 10 players!)
120 even more outrageous and awkward words, from "gnarly" to "bamboozle" to "toast"
198 totally fresh, wacky prompt cards
Join the Gatewatch or pledge your loyalty to Nicol Bolas in Ravnica: Inquisition, a social-deduction game set on the Magic: The Gathering plane of Ravnica. Each player takes on the role of a representative of a Ravnican guild that is either loyal to the Gatewatch or an Agent of Bolas.
The Gatewatch loyalists are tasked with discovering who the Agents of Bolas are, while the Agents simply need to survive in order to further the schemes of Nicol Bolas.
Players will elect leaders for each of the five colors, but only players whose guilds’ color pairs contains the color may be voted for. Each color leader has a special power they can use to further their goals, and players must be careful when voting, as Nicol Bolas’s influence may grow. Once all the color leaders have been elected, a vote is held to eliminate one player. Once the dust has settled, players will reveal their roles, and if the Agents of Bolas were eliminated, the Gatewatch wins.
You and your heroic companions have celebrated, brawled, and spent your hard earned gold night after night at Greyport’s legendary tavern. But what of those daring souls who make their lives beneath the cobblestone roads that take you to The Red Dragon Inn? Let’s take a trip down below, and visit the Undercity!
The Red Dragon Inn 9 introduces four new characters, all hailing from the Undercity of Greyport, each with their own mechanics and distinctive RDI flair. Play RDI9 by itself as a stand alone game, or combine it with any other copy of RDI or RDI:Allies to expand your roster of playable characters!
The Red Dragon Inn: Adventure Is Nigh! is a card game for 2-4 players featuring the characters from the Adventure Is Nigh YouTube series.
After another wild adventure, it's time you kicked back with your buddies for a party at your favorite nightclub. Brawl, gamble, and drink your way through the night as a unique character with its own deck, traits, and mechanisms. The last adventurer standing wins!
All of the characters in this standalone game can be mixed with characters from any The Red Dragon Inn game or expansion.
Halden is a totem-summoning shaman with an undying amount of work to do – his ghostly clientele provides him with plenty of unusual quests. Adventuring for the dead will take its toll on anyone. After all, wouldn’t you be a little off-kilter if you had to listen to restless spirits with unfinished business?
- The Good: Halden can draw on the wisdom and power of countless lifetimes.
- The Bad: His totems would like to remind you that he isn’t making up the voices in his head.
The Red Dragon Inn: Allies – Halden the Unhinged brings a totem shaman to The Red Dragon Inn. Will you be able to master chaining his totems to maximum effect, or will your totem combos whimper? Take this off-kilter adventurer for a spin and find out!
The Red Dragon Inn: Allies is a series of expansions for any standalone The Red Dragon Inn game. Each Allies set includes a single Character Deck, plus components to add a brand new character to your game.
For an age, the tower lay in ruins. Unbeknownst to the people of the realm, a great evil stirred in its bowels. It started with strange sightings: a flock of crows flying in circles until they dropped from the sky, the lake frozen solid in the height of summer. In time, they could not deny that which they most feared.
The evil had not been vanquished. The darkness would soon fall again. The tower will rise.
A "sequel" to the 1981 grail game, Return to Dark Tower is a game for 1-4 players who take the role of heroes. Together, they gather resources, cleanse buildings, defeat monsters, and undertake quests to build up their strength and discern what foe ultimately awaits them. When the heroes face the tower, the game shifts into its dramatic second act, where the players have one chance to defeat the enemy once and for all.
The game features both cooperative and competitive modes of play.
The game features traditional game mechanisms, such as engine building and resource management, paired with a technological interface unlike any seen before in games, including the titular tower, which holds more than a few secrets.